New tanks still learning... Warriors as a Job are plenty capable and not really more difficult to heal. Probably just had a few that are still learning the ropes. Mitigation wise new/still learning pallys are easier to heal than warriors typically.
New tanks still learning... Warriors as a Job are plenty capable and not really more difficult to heal. Probably just had a few that are still learning the ropes. Mitigation wise new/still learning pallys are easier to heal than warriors typically.
For him: Did he have the warrior job equipped or was it just a marauder? Did he have defiance on? Was he using his cooldowns while taking loads of damage? Stone vigil is a place where if you're not careful, tanks, especially the newer ones, pulls mobs by accident, make sure you're helping out by warning them.
For you: Did you have protect on? Were you making good use of stoneskin? What about sleeping mobs? Remember as a healer, sleeping mobs is a huge help especially on the newer tanks. I understand if your blm wants to burn enemies down, but instead ask him to sleep the mobs to make it easier on you so the tank doesn't die and a wipe occurs
A few weeks back I saw a WAR who consistently pulled single enemies (this was Titan HM) with Infuriate>Steel Cyclone.
WAR is a class you gotta actively work on, which means it ends up being too hard for a lot of people.
When I lvling my whm at The Stone Vigil, if the tank is hard to heal, i will use the spell repose to sleep adds.I have been struggling the past few days in dungeons where my party has a Warrior as a tank. I will do everything in my power by spamming the tank with cures/buffs/regens/, but somehow their health will continue to drop until they hit the floor. I never have this problem with Paladins though, for some reason.
And you will know that some mobs resist sleep, for example the last pack of mobs before last boss.
Btw recently I have been grouped with some PLD and WAR in good or best gears,
For some reasons, they like to take all the clone and aoe dmg from multiple trash mobs simultaneously and make the healing as hard as hell^^;
So I am quite sure it is not the job issue but the player issue. Take it easy.^^
Stone vigil is a hard hitting dungeon, both the tank and healer need need to be on their toes or the run can turn into chaos. Even with a good tank the healer will be under presure at certain key points but a tank that can't dodge avoidable AoE will go down, even with the best healer in the game as you can't just stand there and take it to the face in SV. The tank also has to know how to pull properly there or you'll probably wipe as well due to unlseepable, hard hitting patrolling mobs.
That's all before you take into account whether or not the tank is using defensive cooldowns efficiently, which if he's not is probaly going to lead to a big headache.
DPS also needs to be on their toes using cds. Healer + tank can only do so much before they run out of cds/mp. Things need to die fast.Stone vigil is a hard hitting dungeon, both the tank and healer need need to be on their toes or the run can turn into chaos. Even with a good tank the healer will be under presure at certain key points but a tank that can't dodge avoidable AoE will go down, even with the best healer in the game as you can't just stand there and take it to the face in SV. The tank also has to know how to pull properly there or you'll probably wipe as well due to unlseepable, hard hitting patrolling mobs.
That's all before you take into account whether or not the tank is using defensive cooldowns efficiently, which if he's not is probaly going to lead to a big headache.
Half and half faults
War tanks simply take more damage that's a fact. There's no working around the war tool set and pld tool set. Even perfectly played they will still take damage simply because the warrior is designed to take quick low burst hits but lack any sort of defense against sustained or super bursts.
That's the pld's specialty. With their massive reductions and stoneskins and hollow ground.
The healer is also at fault for not dividing the difference between tanks. It's a good idea to spam cure/phys1 on war tanks more the pld tanks simply because they are so easy to top off. Wars will always have jumpy HP. SE designed it that way.
While this is technically true, what's more important is how much external healing is required. When you look at the healing required, WAR and PLD take almost identical amounts of external healing such that, if they're both played properly, the advantage of one or the other is entirely situational (WAR is better at short burst damage whereas PLD is better at extended periods of intense damage; over time, neither has an advantage).
Furthermore, WAR is not somehow spikier than a PLD as you suggest. In fact, if the WAR is using Inner Beast, they will have a more predictable incoming damage profile because they're not relying upon RNG mechanisms in order to survive. The idea that WARs have jumpy hp and PLDs have stable hp is an artifact of 2.0 when WARs were absolutely horrible and had way too much of their survivability tied up in non-scaling self-healing. Right now, unless you simply heal WARs and PLDs differently because you expect them to have those incoming damage profiles, a WAR and a PLD will be equally easy/difficult to heal.
This is all predicated, however, on the WAR knowing what they're doing, as I said at the start. A WAR that is being played like a PLD (re: a bad WAR) is going to be noticeably worse than a PLD. A WAR that is played properly is going to either be easier to heal (barring HG situations) or, at the very least, equivalent to a PLD. PLD is almost impossible to screw up; WAR is pretty easily screwed up unless you recognize that it's not the same as PLD.
OP situation basically comes down to 1) It's Stone Vigil. Easier than a lot of places, but tougher than the earlier dungeons. Players there are just beginning to get really tested on their skill. And 2) Warrior has an image of "tank that does damage" (as opposed to the "tank with best defense" image of Paladin). So new players are more likely, as Warrior, to concentrate on that to the detriment of their defense.
A well played Warrior can do just about everything, defensively, that a Paladin can.
- Higher HP + Healing bonus from Defiance roughly same as damage reduction from Shield Oath. (ie, same heals keep both tanks alive)
- Burst damage reduction? Warrior: Vengeance+Inner Beast+Storm's Path=30%+20%+10%. Paladin: Sentinel+Rampart+Bulwark=40%+20%+variable % with chance of none. If you mean Hallowed Ground, Paladin has the big advantage there, but only in situations where you won't need it again soon.
I play both PLD and WAR personally. WAR preferred. PLD just comes trotting out when going into a fight that specifically needs Hallowed Ground. WAR/WAR t6, PLD/WAR t7, single WAR tank t8, etc.
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